Cyber-Dungeon Index

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Basic Weapons

Ballistic Pistol (used by loli-Sanakan to little effect on an Exterminator, V3)
Assault Rifle (used by human soldiers in V1 against SG)
Minigun (wielded by bald cyborg in V1)
Laser (wielded by Killy in later volumes, to execute low threat adversaries)
Heavy Laser (wielded by a human against a Watcher in V1)
Boltgun (wielded by the E.Fishermen, capable of piercing Exterminator armor)
Harpoon (used by SL to restrain Seu, can apparently pierce flesh)
Dual Energy Rifle (very powerful, wielded by alternate-Cibo)
Grenade Launcher (wielded by Killy against Schiff in V9, very different from contemporary grenade launchers in that it fires the explosive projectiles at high speeds)
Mini-rockets (used by the Grub-mech in V1)
Rockets (used by Clone Nursery guard entity in V1)
Collapsing Boomerang (appears to have some type of guidance/propulsion system, used by cyborg in V2)

Safeguard Weapons

Safeguard weapons are of some of the best quality and highest power in the Megastructure. They will only work in the proximity of Safeguards or Silicon Life.

Safeguard-class Shotgun (fires hundreds of pellets, long range, unlike conventional shotguns. Used by Killy against Pcell in V8)
Dhomochevsky's Gun (fully automatic, fires guided projectiles, contains a laser)
Graviton Beam Emitter (Class 1 Critical Effect Weapon, can be charged up through 4 levels of power)
Safeguard Sword (acquired and used by Silicon Knights)

Silicon Life Weapons

Assault Arm (simple melee weapon, concealable, increases length of the arm)
Ivy's Hinged Sword
Ribbon? Gun (Maeve)
Kinetic Wand (Pcell)
Ribbon? Blades (can be fired and regrown, Schiff)
Explosion Cores (Advanced Future Cyborg, does not damage the user)
Radiation Grenade (V1, used by bald cyborg)
Nanomachine Launcher(v9, used by horned cyborg, converts adjacent matter into grey goo)
Sniper Rifle (v9, used by horned cyborg, can target through walls) Tentacles (Modification, can be used as a ranged melee weapon)

Armor and Gear

  • Skinsuits
  • Safeguard-Class Skinsuits (optional: wings, active defense, tissue reconstruction)
  • Trench Coat (GA-Sanakan)
  • Power Armor (Electrosilos Fishermen)
  • Grub-mech
  • High-Velocity Hover Suit with Drones
  • Tower Shield (can repel GBE blasts, used by Silicon Knights)
  • Interference Array (three nodes will produce a non-interference space, used by Cibo)
  • Scope (Killy v1c3 "Maximum Zoom 23000")
  • Builder Communication Tool (issues basic orders to Builders)
  • Electronic Warfare Suite (v2c9p128 can be used to disrupt mechanical bodies)
  • Electronic Warfare Wand (v7c3p100, issued with a Safeguard-class suit)
  • Electronic Shield Marker (v2c11p201)
  • Wrist-Mounted Tether
  • Handheld Sensor Suite (used by Cibo in V3, can sense organic life)
  • Handheld Barrier Node (v5c1p26, five are used in conjunction to trap Mensab)

Items

Food Bars
Drug Ampoules
Healing Cast
Various Medical Supplies
Membrane Tent
Memory Module (Used by Cibo to transplant her personality, also by MORI)

Safeguard Special Weapons and Abilities

  • Rapid Regeneration (High-level safeguards can utilize matter conversion towers to restore parts of their structure, near instantly.)
  • Infection Needles (Sanakan, hand-mounted projectile weapon that rapidly turns organic host into an Exterminator by infecting them with safeguard proteins)
  • Gravitational Repulsion Unit (Sanakan, mounted in hand, can disperse GBE shots and blunt attacks from gravity swords v10p105)
  • Explosive Jettison (Sanakan)
  • Bioelectric Burst (v8p146 a desperation attack (energy projectile) used by Dhomo against Davinel. Likely composed of pure bio-energy)
  • Bioelectric Transfer (used by Iko, allows one to transfer their bioelectricity to another)
  • Freeform Nanite Body (Shapeshifter, Safeguard)

Special Abilities

Improved Optics (v9c57p169 3000km range, perhaps higher)
Scanner (comprehensive retinal Scanner, can detect metals, can detect through solid mass)
Freeform Nanite Body (Shapeshifter, Safeguard)
Tissue Reconstruction (Allows one to utilize heal functions of nano-skinsuits)
Teleport (demonstrated by Mensab)
Recombinative (Can disassemble oneself into a more transportable form and recombine at will)
Bioelectric Burst (v8c5p146 a desperation attack (energy projectile) used by Dhomo against Davinel. Likely composed of pure bio-energy)
Bioelectric Transfer (used by Iko, allows one to transfer their bioelectricity to another) Binary Speak (v9c53p60, allows one to speak to sentient robotics)

Factions and Races

  • Safeguard (An artificially intelligent defensive protocol that guards the Netsphere. Technologically advanced, autonomous and pitiless, they attack any unregistered entities that threaten to damage the Megastructure or access the Netsphere illegally.
  • Governing Authority (An intelligent force that governs the Netsphere, it has no control over its conjoined faction, the Safeguard.
  • Silicon Life (A cybernetic race that evolved from criminals (The Order) who assaulted the Netsphere in ancient days and brought about the current chaos. Their mission is to destroy the net terminal gene and gain control of the Netsphere.)
  • The Builders (Mechanical constructs of varying size and appearance that are responsible for the building and maintenance of the Megastructure. Smaller builders appear to be sapient, verbally communicating with other entities and even capable of lying.)
  • Techno-Nomads (Humans in v1c3 who fight against the Watchers. Ignorant of other levels and the netsphere.)
  • Watchers (Mysterious race of insectile flying bipeds. Can emit destructive forces from their compound eye (psychic?) They come from an immense hive-like organic structure)
  • Electric Life Company (A corporate-city of humans and transhumans that occupy an abandoned level of the Megastructure.)
  • Skivvies (Neutral-sex clones that have formed a primitive tribal society. Preyed on for their organs by the ELC.)
  • Electrosilos Fishermen (A dwarf-like colony of tribal humans who live outside Toha Heavy Industries. Descended from the human workers of THI, they now eke an existence within the megastructure and fight against SG and SL with ancient weapons and armor.)
  • Toha Heavy Industries (An ancient corporation, the only known remnants of being a massive starship within the Megastructure. Ruled by sapient AI, THI is besieged by Silicon Life.)

Safeguard Units

Safeguard are often transmitted via Matter Conversion Towers to directly address percieved threats to the Netsphere. However many seem capable of roaming a level and occupying locations over an extended period..

Safeguard Level 1 (Exterminator)
Safeguard Level 2 (Transmission Entity)
Safeguard Level 3 (Giant Exterminator)
Safeguard Level 4 (Seductress - Electronic Warfare)
*GBE Authorized Levels*
Safeguard Level 5 (Killy Clone- Basic Biped)
Safeguard Level 6 (Sanakan - Shapeshifter Biped)
Safeguard Level 7 (Wizard - Guard Dog)
Safeguard Level 8 (Vehicle - Armed Transport)
Safeguard Level 9 (Angel - Doomsday Device)
Safeguard Exterminator First Class ???? Little Safeguard (seen during Cibo's flashback)
???? Provisional Safeguard (Dhomochevsky, Ico)
???? Elevator Entity
???? Giant Safeguard (Seen in Netsphere Engineer)
Net: Claw, Scissors, Henchmen

  • Exterminator: The basic quick-response assault unit of the Safeguard. Often deployed through Structure Conversion Towers directly to a threat in large numbers. Exclusively melee, extremely agile and capable of standing bipedally. In extreme cases, Exterminators can show basic intelligence (such as the one that cobbles itself together after being badly damaged in v6) though they usually tend to behave in a very direct manner. Unlikely of being capable of independent thought and receives directives straight from the Safeguard.
  • Safeguard Level 6: Capable of independent thought, Lv6 agents are intelligent, cunning and deadly. Equipped with an arm-mounted GBE and a type of energy shield in their hand, they're capable of issuing and defending against GBE shots. Additionally Lv6 safeguards have a body with flexible composition that can be recombined into different shapes such as growing wings, disguising themselves as human children or quickly healing structural damage.
  • Safeguard Level 9: A safeguard of immense power, it takes quite some time to download into its environment, forming a cocoon as it gestates within. Once it deploys (hatches) it is supposedly nearly unstoppable though it can still receive damage from conventional weapons. It has an extremely quick regeneration ability and can even heal other entities via a strange projectile. The Lv9 can transform its arms into some type of destructive ranged weapon. The crowning feature of the Lv9 is its ability to project a massive area of devastation through some type of energy halo. This ability is unparalleled in destructive capacity compared to all other known weapons in the Megastructure.

Governing Authority

The Governing Authority has little ability to manifest itself in the physical world.

  • Transmission Entity (used in V2 to communicate with Killy. Later downloaded additional offensive ability to combat a Safeguard)
  • Giant Humanoid (two kinds are shown in V3, both mortally wounded as a result of defending humans from Safeguard)

Silicon Life

Three Cyborgs
Cyborg Nursery Guard (?)
Baldy & Legs
Ivy
Maeve
Giant Future Cyborg
Advanced Future Cyborg
Valdunba
Blon
Schiff
Mensab
Davinelulinvega
Silicon Imps
Horns
Tentacles
Observer
Silicon Knights
Silcon Life HQ
Manta (Aerial Vehicle)

Other

Watchers
Skivvies (v2c8 neutral sex clones, tribal nature)
Dock Giant
Psychics (can redirect GBE beams and inflict kinetic impacts)
Security Bot (Guardian, AI can cling to surfaces)
Fairies (servants of THI)
Mensab (Sapient AI with physical form)
Seu (Pure Human, Power Armored Melee Fighter)
Toha Heavy Industries Central AI
Central AI Guards

Builders

Biped Builder (Sapient)
Spider Builder (V1c7)
Large Builder (V1c7)
Huge Builder

Animals

Giant Grubs
Pit Worm (v2c8p11)
Biological Power Supply (Volatile!)
Gecko Dogs (inert and docile, clings to walls emitting vapors in a herd)
Helicopter Bugs
Longlegged Searchlight

Zones

Null Safeguard (safeguard transmissions and equipment cannot work in this space)
Zero Gravity
Hazard
Submerged
Anti-Intrusion Electron Space (v7c4p116) (structure conversion transmissions will not work within this space)